My Best Clash Royale Deck

Deck Check Rating

Attack
Great!
Defense
Godly!
Synergy
Mediocre
Versatility
Good
F2P score
Great!

1 problems 1 warnings Why?

Missing cards in your collection

Elixir Golem

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No low-damage spell.

Many times at the end of the match, there's only a few HP left on opponent's tower. You don't have any cheap spells that can finish it off. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Rascals Zappies Witch

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Ice Spirit Rascals Royal Giant Royal Recruits Zappies Witch Bandit

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Fireball

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant Royal Recruits Bandit

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Ice Spirit Rascals Royal Giant Royal Recruits Bandit

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Bandit

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Royal Giant Royal Recruits Bandit
Giant Snowball
Royal Recruits Zappies Witch
Zap
Royal Giant Zappies Witch Bandit
Barbarian Barrel
Ice Spirit Rascals Royal Recruits Zappies Witch Bandit
The Log
Ice Spirit Rascals Royal Giant Royal Recruits Zappies Witch Bandit
Earthquake
Zappies Witch
Arrows
Ice Spirit Rascals Royal Recruits Zappies Witch
Royal Delivery
Ice Spirit Rascals Royal Recruits Zappies Witch Bandit
Fireball
Rascals Zappies Witch Bandit
Poison
Rascals Royal Recruits Zappies Witch
Lightning
Witch Bandit
Rocket
Rascals Witch

Against air swarms

Spells and units that can counter air swarms.

Ice Spirit Fireball Witch

Against ground swarms

Spells and units that can counter ground swarms.

Ice Spirit Fireball

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Ice Spirit Royal Recruits

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant Fireball

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Ice Spirit Fireball Witch

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Great!

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Ice Spirit Bandit Fireball Zappies Rascals Witch Royal Giant Royal Recruits

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

12 Ice Spirit Bandit Fireball Zappies

Attack Synergies 2 14

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Ice Spirit
Royal Giant Rascals Royal Giant Royal Recruits Witch Bandit
Rascals
Ice Spirit Zappies Bandit
Royal Giant
Ice Spirit Fireball Ice Spirit Zappies Witch Bandit
Royal Recruits
Ice Spirit Zappies Bandit
Fireball
Royal Giant
Zappies
Rascals Royal Giant Royal Recruits Bandit
Witch
Ice Spirit Royal Giant Bandit
Bandit
Ice Spirit Rascals Royal Giant Royal Recruits Zappies Witch

Defense Synergies 0 10

Ice Spirit
Rascals Royal Recruits Fireball Zappies Witch Bandit
Rascals
Ice Spirit
Royal Giant
Royal Recruits
Ice Spirit
Fireball
Ice Spirit Zappies Bandit
Zappies
Ice Spirit Fireball Bandit
Witch
Ice Spirit Bandit
Bandit
Ice Spirit Fireball Zappies Witch

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Royal Recruits Fireball Zappies
Ice Spirit Rascals Royal Recruits Zappies Witch Bandit
Witch Rascals Royal Recruits Zappies Bandit
Royal Recruits Witch Rascals Zappies Bandit
Royal Recruits Fireball
Fireball Rascals Zappies Bandit
Ice Spirit Rascals Fireball Zappies Witch
Rascals Royal Recruits Fireball Bandit
Zappies Witch Rascals Royal Recruits
Ice Spirit Rascals Royal Recruits Zappies Bandit
Witch Rascals Royal Recruits Fireball Zappies Bandit
Rascals Fireball Zappies Witch
Royal Recruits Ice Spirit Rascals Fireball Zappies Witch Bandit
Fireball Ice Spirit Rascals Royal Recruits Zappies Witch
Royal Recruits Rascals Zappies Bandit
Ice Spirit Rascals Royal Recruits Fireball Zappies Bandit
Rascals Royal Recruits Fireball Zappies Witch
Ice Spirit Fireball Rascals Royal Recruits Zappies Witch Bandit
Witch Ice Spirit Rascals Royal Recruits Fireball Zappies Bandit
Royal Recruits Zappies
Rascals Royal Recruits Fireball Zappies Witch Bandit

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Rascals Royal Recruits Fireball Zappies Witch Bandit
Fireball Bandit
Royal Recruits Zappies Bandit Ice Spirit Rascals Witch
Royal Recruits Rascals Fireball Zappies Bandit
Royal Recruits Rascals Zappies Witch Bandit
Fireball Ice Spirit Rascals Zappies Witch
Rascals Royal Recruits Fireball Zappies Witch Bandit
Rascals Royal Recruits Zappies
Royal Recruits Ice Spirit Fireball Zappies Witch Bandit
Royal Recruits Witch Zappies
Rascals Royal Recruits Zappies Witch
Royal Recruits Fireball
Rascals Royal Recruits Fireball Zappies Witch Bandit
Royal Recruits Rascals Fireball Zappies Witch
Rascals Royal Recruits Zappies Witch Ice Spirit Fireball
Rascals Royal Recruits Fireball Zappies Witch

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Fireball Rascals Royal Recruits Bandit
Fireball Bandit
Fireball Bandit
Rascals Royal Recruits Fireball
Fireball
Fireball Ice Spirit Witch
Witch
Fireball Ice Spirit
Fireball Bandit
Fireball
Royal Recruits Fireball Bandit
Fireball
Fireball Bandit
Fireball Bandit
Fireball
Fireball Witch Bandit
Royal Recruits Fireball Bandit
Fireball
Fireball Bandit
Fireball Witch
Fireball
Fireball
Royal Recruits Fireball
Ice Spirit Fireball Witch
Witch
Fireball Witch Bandit
Fireball Witch Bandit
Fireball Bandit
Fireball Witch
Ice Spirit Fireball Zappies Witch
Fireball
Fireball Bandit
Ice Spirit Fireball Zappies
Fireball
Ice Spirit Royal Recruits Fireball Zappies Witch Bandit
Fireball Zappies Witch
Fireball
Fireball Rascals
Fireball
Fireball
Royal Recruits
Ice Spirit Rascals Royal Recruits Fireball Zappies Witch
Fireball Zappies Witch
Royal Recruits Fireball Witch Bandit

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